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A generic cellular automata in Python
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import dataclasses | ||
import random | ||
import pygame | ||
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@dataclasses.dataclass | ||
class Point: | ||
x: int | ||
y: int | ||
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def __add__(self, other): | ||
return Point(self.x + other.x, self.y + other.y) | ||
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@dataclasses.dataclass | ||
class Cell: | ||
rule_number: int | ||
value: int | ||
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class Neighborhood: | ||
def __init__(self, array, array_width, array_height, center): | ||
self.array = array | ||
self.array_width = array_width | ||
self.array_height = array_height | ||
self.center = center | ||
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def get(self,p): | ||
loc = self.center + p | ||
return self.array[loc.x + (loc.y * self.array_width)] | ||
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class Automata: | ||
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def __init__(self, width, height, rules): | ||
self.width = width | ||
self.height = height | ||
self.data = [Cell(0, 0)] * (width * height) | ||
self.rules = rules | ||
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def index(self, p: Point): | ||
return (p.y % self.height) * self.width + (p.x % self.width) | ||
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def get(self, p: Point): | ||
return self.data[self.index(p)] | ||
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def set(self, p: Point, value: Cell): | ||
self.data[self.index(p)] = value | ||
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def next(self, skip_borders = False): | ||
result = Automata(self.width, self.height, self.rules) | ||
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for y in range(0, self.height): | ||
for x in range(0, self.width): | ||
p = Point(x, y) | ||
cell = self.get(p) | ||
if not skip_borders or (skip_borders and not (y == 0 or x == 0 or y == self.height-1 or x == self.width-1)): | ||
result.set(p, self.rules[cell.rule_number](cell, Neighborhood(self.data, self.width, self.height, p))) | ||
else: | ||
result.set(p, cell) | ||
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return result | ||
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def randomize_values(self, value_min, value_max): | ||
self.data = [Cell(c.rule_number, random.randint(value_min, value_max)) for c in self.data] | ||
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def gravity(cell : Cell, neighbors : Neighborhood): | ||
if cell.value == 0 and neighbors.get(Point(0, -1)).value == 1: | ||
return Cell(cell.rule_number, 1) | ||
if cell.value == 1 and neighbors.get(Point(0, 1)).value == 0: | ||
return Cell(cell.rule_number, 0) | ||
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return cell | ||
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def fire(cell : Cell, neighbors : Neighborhood): | ||
falloff = .99 | ||
new_value = int(cell.value * (random.random()*falloff)) + int(neighbors.get(Point(0, 1)).value * (random.random()*falloff)) | ||
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new_value = new_value if new_value <= 255 else 255 | ||
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return Cell(cell.rule_number, new_value) | ||
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width = 320 | ||
height = 240 | ||
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obj = Automata( | ||
width, | ||
height, | ||
[fire] | ||
) | ||
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obj.randomize_values(0, 255) | ||
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for x in range(0, obj.width): | ||
obj.set(Point(x, 0), Cell(0, 0)) | ||
obj.set(Point(x, obj.height-1), Cell(0, 255)) | ||
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for y in range(0, obj.height): | ||
obj.set(Point(0, y), Cell(0, 0)) | ||
obj.set(Point(obj.width-1, y), Cell(0, 0)) | ||
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pygame.init() | ||
screen = pygame.display.set_mode((width, height)) | ||
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while True: | ||
pygame.display.get_surface().fill((0,0,0)) | ||
for y in range(0, obj.height): | ||
for x in range(0, obj.width): | ||
value = obj.get(Point(x,y)).value | ||
screen.set_at((x,y), (value, value, value)) | ||
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pygame.display.flip() | ||
obj = obj.next(skip_borders = True) | ||
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